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Help! Infiltrator on Insanity!


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#1
Merchant2006

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Hello all, Merchant2006 here once more asking for some help ^^

Having recently restarted my Infiltrator playthrough on Insanity, I have been pondering on a good build to use for this class. Judging by the fact that the infiltrator lacks in some areas (and excels in others, just as every class does) I wanted to ask for your opinions on what build to use for Insanity.

Personally, I know for a fact that I will be using:

Tactical Cloak - 10 - Assassination

Operative - 10 - Assassin

I believe that Assassin is better rather than Agent as the added slowdown + damage is more handy... rather than an extra 5% health and 6% cooldown... which isn't much considering how I will get many tech upgrades that lower the cooldown rate.

I find that having a whopping +75% damage for my sniper during the cloak time will help in long range and the 6 second cloak duration is good enough for a quick escape from an area if under fire.

However I am slightly confused as to whether I should max out to Heavy Incinerate. This is so mainly because the Armour Penetration upgrades mixed in with the Sniper Rifle can easily shred enemy armour to pieces due to the fact of the high damage output. Heavy Incinerate seems like a good option nevertheless but I am still quite unsure.

Another area I have been thinking of investing into is Squad Disruptor Ammo. This will come in handy in missions, however I know Zaeed has this ability, so should I go for Heavy Disruptor Ammo? The only difference is an extra +20% difference (40/60 between squad/heavy) and quite frankly I'm more leaning towards Squad at the moment.

I am not going for Cryo Ammo. It's useless in higher difficulties. Ok... not as effective but I like to consider it an area not worth investing in as every single enemy has atleast minimum of 1 extra layer of defence, be it sheilds, armor, barriers or both!

And what about AI Hacking? I'm not too keen on this either... heh.

As for the bonus powers I was considering Reave to make up for the Infiltrators lack of damage v. barriers but perhaps maxing out to Heavy Warp Ammo would be more useful?

So in a quick nutshell, is it good to have Heavy Incinerate or Area Incineration, Squad/Heavy Disruptor Ammo? I want to see what all of you have chosen for your Insanity Infiltrator build and why. Furthermore, I am open to change and want to hear how you play the game with this class.

I hope you can give me a hand with this and my plea for help is not drowned by the "X character to return in ME3" or "I love X character" threads :P

#2
PrinceLionheart

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Cryo is freakin amazing on Insanity, namely Squad Cryo Ammo. AI Hacking is incredibly situational so I only ever put 1 point in it at most.

Modifié par PrinceLionheart, 26 août 2010 - 11:16 .


#3
numotsbane

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Before I give some more specific advice, do you think you'll take a shotgun or the widow as your bonus weapon? they require radically different playstyles and builds though they're both fun. That choice would also influence bonus powers.

#4
Guest_Aotearas_*

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I can tell you my favourite Infiltrator Build (strictly contextual, so no Biotics on those classes that can't lorewise)

Disruptor Ammo - 10 Points (maxed/Heavy)
Cryo Ammo - 0 Points
Tactical Cloak - 10 Points (maxed/Assassination)
Incinerate - 10 Points (maxed/Blast)
AI Hacking - 1 Point
Passive Skill - 10 Points (maxed of course/Assassin)
AP Ammo - 10 Points (maxed/Tungsten)

Used Points: 51

I chose a maximum Damage output setup with little crowd control (Incineration Blast mainly for husks to strip them of their armor and let any biotic in my party instant-kill them via Pull Field or Throw Field).
AP Ammo because even if you hit Barriers (the only thing the Infiltrator has no method against unless you take Warp-Ammo as Bonus Power, but I don't like the thought of Non-Biotics utilizing Biotics), so long as the damage passes the Barrier and hits health or armor, you get the bonus damage (it is confirmed and I opened a topic on this!), lessening the effectiveness of Biotic Barriers against Infiltrators.

Another Setup would be the Crowd Control Version I haven't played yet:

Disruptor Ammo - 10 Points (maxed/Heavy)
Cryo Ammo - 10 Points (maxed/Squad)
Tactical Cloak - 10 Points (maxed/Assassination)
Incinerate - 10 Points (maxed/Blast)
AI Hacking - 0 Points
Passive Skill - 10 Points (maxed of course/Assassin)
Neural Shock - 1 Point

Used Points: 51

Then we got the Combat Technician Build:

Disruptor Ammo - 0 Points
Cryo Ammo - 0 Points
Tactical Cloak - 10 Points (maxed/Assassination)
Incinerate - 10 Points (maxed/Heavy)
AI Hacking - 10 Points (maxed/Improved)
Passive Skill - 10 Points (maxed of course/Assassin)
Energy Drain - 10 Points (maxed/Heavy)

Used Points: 50

This Build relies on your Squadmates to provide Ammo Powers (Zaeed for Squad Disruptor/Grunt-Jacob for Squad Incendiary/Garrus for AP/Jack for Warp) but that way you can always have Combat proficient members in your team given the situation (Mechs/Geth=Zaeed, Krogan/Vorcha=Grunt-Jacob-Garrus, Collectors/anything=Jack) and rain down powers and bullets.

And there's always the Stealthed-Shotgun-to-the-face-Infiltrator, though its build differ only in the coice of weapons.

Hope I could help.

Neofelis Nebulosa

Modifié par Neofelis Nebulosa, 26 août 2010 - 11:44 .


#5
OniGanon

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Advice would depend on whether you intend for any CQC or not.



Don't bother with Squad Disruptor, as you can just take Zaeed. Either go Heavy or leave it at R3.



Squad Cryo Ammo is awesome, however. It adds greatly to your survivability, which allows you more time out of cover to do more damage. You don't even have to use it yourself, just have it on squadmates.



I'd go with Heavy Incinerate, personally, if I were to max it at all.



Hacking should have 1 point; you get plenty of return for a single point investment.



The thing you're missing about Agent is that in addition to reducing cooldowns it also boosts power duration. That means longer cloak, longer freeze time, longer hacks, longer CC effects etc.



IMO Warp Ammo/Reave is kind've pointless as the only time you'd really appreciate it is against Praetorians. A Locust with piercing upgrade will make quick work of any other Barriers. I like 1pt Neural Shock as the best Infiltrator bonus power for its long duration CC, super-low cooldown and stagger (seriously, the stagger is really awesome). If you can find the points for it and don't have seething hate for casting with Infiltrator like I do, max Energy Drain is also quite nice, but not worth losing Squad Cryo over so those points have to come from Incinerate or Disruptor.

#6
Tlazolteotl

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Well, err ... though my infiltrator isn't the "normal" type ... I have to chime in with an endorsement for area powers.
Sure, incineration blast is obviously badass on missions such as the reaper IFF, but less obviously it's simply good. All the time.

It deals decent damage to almost everything, health, shields, barrier, etc. Mech health is an exception.
It staggers all targets.
It panics burning organics.

The stagger effect is ridiculously good, as it keeps your foes standing relatively still and bunched up for followup attacks.

AoE powers are good enough that you can overpower foes with the "wrong" type of defense.
For example, I took garrus and zaeed to horizon for the lulz (and the triple mantis action), and the combination of area overload, incineration blast, and heavy inferno grenade = zone of devastation ... against collectors.

Heck, I liked the triple sniper action so much I did it again on the collector ship ... with thane and zaeed.
And I will guarantee, if you try it yourself, that thane's heavy warp will deal less total damage than zaeed's heavy grenade against collectors. Seriously.
(Obviously, there's no contest with shepard due to squadmates having a crappy long cooldown)

(videos are on youtube, playlist is in my sig)

I also use squad cryo, but hey ... everyone endorses that 'cos it's just all round solid.
Probably better for me 'cos my method tries to damage many targets at once, but still ...

#7
numotsbane

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I'm gonna start talking CQC now cause thats the style I love. shotguns forever.



at level 30, I go with:

Disrupter: [][]

Squad cryo: [][][][]

Assassin Cloak: [][][][]

Incinerate: [][][]

AI hacking: []

Passive: [][][][]

Flash Grenade: [][][][]



which leaves one lonely lil' point left. nevermind that though. It's fiddly, but you can get garrus to give just you AP ammo, and then give him and your other squadmate cryo. thats generally a good set-up for me.

#8
lazuli

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Tlazolteotl wrote...
I have to chime in with an endorsement for area powers.
Sure, incineration blast is obviously badass on missions such as the reaper IFF, but less obviously it's simply good. All the time.


Agreed.  Go with Incineration Blast.  Against the bigger armored foes you're just going to want to use your sniper rifle anyway, and not Heavy Incinerate.

#9
Wonderllama4

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Heavy Incinerate and Squad Disruptor Ammo is exactly what I did for my Insanity playthrough. Incinerate the enemy's entire armor and then immediately finish them off with a squad talent like Throw (or my favorite, another Heavy Incinerate from Mordin). rinse and repeat. plus it's great against the collectors. Horizon is easily one of the toughest battles.



squad disruptor ammo is also great for guys like Grunt and Jack to excel against bots. once you get Grunt you're almost tempted to bring him along everywhere simply because he has so much health.



those were my main tactics. and I liked having a single point in AI Hacking since it could instantly destroy a bot just by having its teammates turn against it.



you absolutely should get Heavy Geth Shield for your bonus power. if you underrate your shields, I promise you will regret it. focus on shields and tech powers for your armor and you will succeed. even so, I had a hard time just staying alive most of the time. the most important thing here is survival.



last thing I recommend is the Cain. the Cain is a godsend against bosses

#10
numotsbane

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ehh, I don't think its worth sinking ten points into Geth Shield boost unless you plan to play really aggressively - one is enough as a panic button, and it has too long a cooldown to rely on using it often.

the most important part of staying alive is not having high health or high shields, but being in the right place. this is especially important as an infiltrator, as you need to be able to get consistent sniper shots. also, cloak allows you to relocate, and that can be as effective as a shield power - just make sure you dn't run near a teammate, as you may get caught in the crossfire despite invisibility.

#11
Phaelducan

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Damage thresholds are a killer on insanity. It REALLY sucks to see enemies at 5% health, and to know that a second round will be wasting 90% of your damage. It's tough to gauge where your damage output will be at various levels, though. I recommend watching some play vids and see which one jives more with what you are looking for.

#12
numotsbane

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yeah, I find myself using incinerate all the time as a finisher. the pretty small cooldown also helps lots.

1pt AI hacking can also be a good finisher on synthetics, and can distract other enemies to boot.

#13
Merchant2006

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Amazing feedback people, I really do appreciate it. Sorry for completely forgetting to post up what Specialisation I would choose ^^. Having imported a Sentinel from ME1, I gave him a shotgun as a bonus weapon, therefore I went for the Combat Sentinel CQC which worked pretty well.
This time around I'm not looking to even 'touch' the shotgun (so to speak) so I will be choosing the Widow Sniper Rifle and be a pure sniping class.
I'm surprised people do choose squad cryo ammo, I mean... you have to shred their defence down and when their health is exposed... well... is it worth the effort to swap weapon/use cryo ammo to freeze them? I've hardly ever used it but I always see people stating how good it is and I don't have any experience of using it ^^.

Modifié par Merchant2006, 27 août 2010 - 11:06 .


#14
Fiery Phoenix

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I have nothing to contribute to here, but I have to say your avatar is full of awesomeness, Merchant!

#15
numotsbane

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The idea of Squad cryo is to just give it to your squad, then give yourself another, more potent ammo power. as you and your squadmates strip defences, enemies down to health will freeze under fire. this provides awesome crowd control; an enemy with only a sliver of health left does, after all, still put out the same amount of firepower as any other enemy - so pressure drops as they start turning into human popsicles.

also, frozen enemies take +100% damages, so when down to health they get finished off very quickly.

I'd maybe take heavy warp ammo if you're going with the widow route, I hear its essential for one-shotting collector mooks.

#16
Guest_Aotearas_*

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Merchant2006 wrote...

Amazing feedback people, I really do appreciate it. Sorry for completely forgetting to post up what Specialisation I would choose ^^. Having imported a Sentinel from ME1, I gave him a shotgun as a bonus weapon, therefore I went for the Combat Sentinel CQC which worked pretty well.
This time around I'm not looking to even 'touch' the shotgun (so to speak) so I will be choosing the Widow Sniper Rifle and be a pure sniping class.
I'm surprised people do choose squad cryo ammo, I mean... you have to shred their defence down and when their health is exposed... well... is it worth the effort to swap weapon/use cryo ammo to freeze them? I've hardly ever used it but I always see people stating how good it is and I don't have any experience of using it ^^.


The Cryo Ammo's Effect takes place ones your damage hits the health, you don't need to first strip defences and then hit the health to get others to freeze, if your shot damage health, Widow is almost instant-freeze.
And given the Widows strenght, it takes mostly just one shot to to pierce any defence, minus the stronger enemies.
If you choose Cryo-Ammo to substitute for other Ammo Bonus Powers, you can, alongside with Squadmates that use Concussive Shot or Throw, basically restrain your self to defence stripping and ordering your mates to shatter them.
Also, as already stated, Squad Cryo Ammo is the better choice, as the difference between Improved and Squad freeze chance and duration is neglectible, but Squadmates are biests with Cryo Ammo. Enemies will freeze left and right of you, making it easy to pick off enemies at ease.


numotsbane wrote...

I'd maybe take heavy warp ammo if you're going with the widow route, I hear its essential for one-shotting collector mooks.


When I played with Tungsten Ammo, Collector mooks were falling like flys (pun intended) with headshots (without Cloak btw!). The tougher enemies like Assassins and Guadians have a lot more tougher Barriers so a cloaked Headshot With Tungsten Ammo left some Hitpoints but were easily dispatched via mates. Harbinger can be a pain, but once the Barriers got down, Tungsten Ammo makes some nice big holes!

If you really want Warp Ammo on a Non-Biotic class, it really helps against Collectors, enabling OS/OK as long as you utilize Assassination Cloak and headshots!

Modifié par Neofelis Nebulosa, 27 août 2010 - 12:29 .


#17
JaegerBane

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Phaelducan wrote...

Damage thresholds are a killer on insanity. It REALLY sucks to see enemies at 5% health, and to know that a second round will be wasting 90% of your damage. It's tough to gauge where your damage output will be at various levels, though. I recommend watching some play vids and see which one jives more with what you are looking for.


That's why you take a Locust. You can practically snipe with the little monster, perfect for finishing off sliver survivors.

#18
Tlazolteotl

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Shuriken > Locust IMO ... incinerate will take care of armour, and shields/barriers go down faster with shuriken.

On the subject of cryo, though ... it might seem like an annoyance to have to strip defenses first, but .. for example:

A squadmate's area overload (if upgrades have been kept up with, but especially garrus' 'cos he gets bonus power damage), will completely strip shields off unranked mercs. One button press, near-instant cast power, a couple of bursts with cryo ammo and a few foes are frozen.


#19
termokanden

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Tempest > Shuriken, Locust for short - mid range. As a general-purpose weapon, I find Locust a much better choice than everything else. What makes it good is that you can basically snipe on full auto with it.

Edit: Corrected. I thought you were talking about the Tempest.

Modifié par termokanden, 27 août 2010 - 01:56 .


#20
Tlazolteotl

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Frankly, everyone says Tempest > Shuriken, but it's not true.

Well, ok, it's true with disruptor ammo ('cos the only factor with disruptor is base DPS multiplication), but not with cryo ammo.
The Shuriken DPS is almost as high IF you can click fast enough, and the freeze chance is much higher .. a single burst almost always freezes vs. health.

Add to that decent mid range accuracy (though obviously not sniper-ish like the locust), and it's my weapon of choice vs barriers.
I use it vs shields, too .. 'cos I still use cryo then .. but if I intend to use disruptor (such as on a geth mission), I'll seriously consider the tempest.

Yes, if you want a weapon to use all the time, Locust is better.
But, any Pistol > Locust vs. armour.

#21
termokanden

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Fair enough about the Shuriken, perhaps I should give it another try sometime. I admit I have never really given it much of a chance.

I do think the Locust is a beast of a weapon though. Having used it mainly on my engineer, I saw no need to switch to the pistol against armor either. An engineer with Mordin in the party will absolutely annihilate any armor.

Modifié par termokanden, 27 août 2010 - 03:32 .


#22
PsyrenY

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Shuriken is a beast on squaddies, and they are the ones that should be using cryo anyway (while you have on heavy Disruptor or Warp to strip defenses.)

- It has the second-highest base damage of per shot of the SMGs (Locust is the highest, but the Shuriken has a higher multiplier vs. shields/barriers.)
- Squadmates are 100% accurate, thus ignoring recoil
- The burst fire forces your squadmates to take cover more often, reducing the damage they take.

You can then use Locust to help cover midrange, and since you don't need an AR anymore you can use either Widow for supreme long range fighting, or pick up an Eviscerator and be a CQC Infiltrator.

Modifié par Optimystic_X, 27 août 2010 - 04:20 .


#23
sinosleep

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I'm about to finish my first complete infiltrator run (have gotten them to around mid-game before but never finished, started a new one a few days ago that just got done with Legion's loyalty quest) and what I've found to effective is running squad cryo (including leaving it on for myself) on my SMG while running heavy warp/disrupter on my sniper rifle. I like leaving the cryo on the SMG because the locust tears through shields so quickly any way that disrupter is kind of redundant and also cause sometimes the squad isn't shooting at the same guy I'm shooting at and I want my targets frozen every time so I just do it myself. You don't really lose anything by leaving SMGs on cryo but gain more control over who gets frozen.

I also pretty much run squad cryo regardless of mission. I tried squad disrupter several times and found the freeze effect to be much more reliable CC than the overload (they can still run to cover) or stagger (doesn't always happen) effects.

Took the widow, been having a blast with it. Really the only thing that's irritated me is that getting 5/5 sniper damage upgrades is tied to the damned reaper IFF. It's a load of crap. NO weapon should have had any upgrades attached to that mission. On every other class I've played I can get to 5/5 and have it for more than half the game, hell soldiers can get 5/5 all of ONE MISSION after the collector ship. Really pisses me off that I have to play 9/10 of the game (if you want your cerburus flight crew alive any way) before getting 5/5 sniper upgrades.

Modifié par sinosleep, 28 août 2010 - 08:13 .


#24
JaegerBane

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Tlazolteotl wrote...

Shuriken > Locust IMO ... incinerate will take care of armour, and shields/barriers go down faster with shuriken.


This isn't really a valid comparison. I could just as easily say put disruptor ammo on a locust and the shield advantage the shurken becomes academic *and* you're still doing damage to armour without biting into your Cloak cooldowns.

The Locust has vastly superior accuracy, pulls *slightly* ahead in terms of health damage and isn't that far behind the shuriken for dealing with shields in the first place. There's a difference, yes, you'd be hard pressed to see much real difference outside of theorycrafting.

For instance, look at this video. With disruptor ammo, the Shuriken wipes off a Destroyer's shields a grand total of.... 0.1 seconds faster, without the shield-piercing upgrade. I mean, realistically, does this mean anything in-game? You trade more ammo, greater accuracy, better DPS, wider range of effectiveness for... the ability to take down a shield a tenth of a second faster?

It's high time this myth that the Locust is somehow 'deficient' against shields dies a death. It's 0.25 times less effective against shields, that's all. It still qualifies for the +50% effect against shields and, more importantly, is still effective at any range, including the Widow Infil's preferred fighting range.

Modifié par JaegerBane, 28 août 2010 - 09:49 .


#25
sinosleep

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I lost chambers goddamn it! I thought the overlord pack would only count as one mission, guess it didn't, oh well. Also, I think the locust is easily the best SMG in the game. It's made living with out a sniper or assault rifle infinitely more entertaining and has filled in beautifully as my backup for the widow.